Gear
Gear refers to a set of clothing and/or armour worn for protective, decorative and functional benefit. The purpose of consolating clothing and armour into Gear types is to allow cosmetic and functional customisation without specifically requiring a character wear certain cosmetic items.
Weapon Gear List
| Weapon Type | Damage + Type | Strength Req. | Handedness | Range + Type | Special Notes and Description |
|---|---|---|---|---|---|
| Unarmed Strike | 1d3 Blunt | 1 | One+Two | 5ft Melee | A natural attack that humanoid characters can make, involves the use of hand, foot, elbow, knee and head strikes to inflict damage on an enemy. While this is one of the few attacks a character can make without equipping a weapon, the user may equip pieces to their arms and legs to enhance the damage they deal to foes.
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| Swords | |||||
| Dagger | 1d4 Sharp | 2 | One | 5ft Melee |
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| Shortsword | 1d6 Sharp | 3 | One | 5ft Melee | Text |
| Greatsword | 1d8 | 4 | Two | 5ft Melee | Text |
Weapon Scaling (Larger)
- Increase a weapon's damage dice by 2 steps for every size category larger they are from Medium.
- Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
- Once you reach 2d6 or 2d8, add the original number of the attack's damage dice to the current amount of damage dice for every size category remaining. Ex. 2d6 becomes 4d6 then 6d6.
- Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
- A Weapon's Reach scales with the user, as such a large creature's weapon will have double the reach of a Medium weapon.
- Huge characters have x4 the reach, Colossal have x16 the reach.
Weapon Scaling (Smaller)
- Decrease a weapon's damage dice by 1 step for every size category smaller they are from Medium.
- Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
- Weapon will no longer scale down once it deals 1 damage per die. The user still benefits from multiple dice however.
- Step chart: 1 / d2 / d4 / d6 / d8 / d10 / 2d6 / 2d8
- Tiny-sized characters have a reach of 0ft and must enter the target's space to hit them with melee attacks.
- Tiny-sized characters with reach weapons have a reach of 5ft and can still hit targets adjacent to them.
Weapon Sizing
- Weapons have a specific size keyed to them, as such a particular weapon such as a Dagger can be made for Small-sized, Medium-sized, Large-sized characters and so on.
- Attempting to wield a weapon one size larger than yourself treats the Strength Requirement as double its normal value, also the number of hands needed to wield it increased by one.
- You cannot wield a weapon if it requires more than two hands to operate, even if you have more than two hands (multi-armed characters cannot subvert this ruling).
- Attempting to wield a weapon one size smaller than yourself treats the Strength Requirement as halved its normal value and reduces the number of hands required to wield by one.
- Similarly, a complex weapon such as a Firearm cannot be used if it is too small, even if you have enough hands and strength to operate it.
- Attempting to wield a weapon one size larger than yourself treats the Strength Requirement as double its normal value, also the number of hands needed to wield it increased by one.
Armour Gear List
| Gear Name | Defense | Enhancements | Description |
|---|---|---|---|
| Plain Gear |
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Plain clothes worn by a civilised being, ranges from casual to formal wear. |
| Traveller's Gear |
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A common set of clothing worn by adventurers starting out or travellers off to see the world. Composed primarily of cloth and some leathers and metal, it is comfortable to move around in for long periods of time. Though it lacks special qualities, it can be customised in a number of ways. Traveller's Gear is easy to find and inexpensive to purchase. |